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September 25, 2018
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Features » Business/Marketing
Classic Design Lessons: What Free-To-Play Can Learn From Arcades 10
by xavi fradera [12.22.11]
An experienced coin-op designer from Spain's Gaelco (Smashing Drive) moves into the world of free-to-play games, and notices eerie similarities between the new markets -- and in this article, shares his insights.
Business/Marketing, Social/Online

Be Honest, Be Nice: Marketing And PR For Indie Developers 19
by Andrew J. Smith [12.21.11]
Successful iOS developer Andrew J. Smith (Hard Lines) shares the battle secrets of marketing and PR for indies, noting that you should be open and honest, engage with your fans, and, of course, not be afraid to try it.
Business/Marketing, Indie

The Making of Star Wars: The Old Republic 5
by Array [12.20.11]
Creative director James Ohlen, lead writer Daniel Erickson, and BioWare co-founder Greg Zeschuk reflect on the long journey that lead to this week's release of Star Wars: The Old Republic.
Business/Marketing, Design, Interview, Social/Online

Nimble Strong - An Excerpt from Buttonless: Incredible iPhone And iPad Games 6
by Ryan Rigney [12.13.11]
In this excerpt from Ryan Rigney's new book Buttonless: Incredible iPhone And iPad Games, Gamasutra presents a look at the unusual story of Nimble Strong, a game inspired by Cooking Mama, Phoenix Wright, and New York City cocktail culture.
Business/Marketing, Design, Smartphone/Tablet

The Making Of Fez, The Breaking Of Phil Fish 18
by Simon Parkin [12.12.11]
The story of how the five-year development cycle behind the upcoming, IGF Award-winning Xbox Live Arcade title Fez took away the health and life of creator Phil Fish, and the lessons he learned from the protracted, difficult experience.
Business/Marketing, Design, Interview

An Engine For Assassination: IO's Tech Director Speaks 3
by Christian Nutt [12.09.11]
What goes into creating an engine that can drive the best in current-generation quality and go beyond? IO Interactive technical director Martin Amor speaks to Gamasutra about his work on the Glacier 2 engine, created for the upcoming Hitman: Absolution.
Business/Marketing, Design, Art, Interview

Gunning For Russia: A Market Worth Investigating? 10
by Array [12.08.11]
Spurred on by comments from Valve's Gabe Newell, who called Russia the company's second-biggest European country, Gamasutra investigates the opportunities and difficulties of selling games into the Eastern European nation.
Business/Marketing

The Man Who Won't Leave Sega: Toshihiro Nagoshi  
by Christian Nutt [12.07.11]
The man behind the Yakuza series explains how he's fighting for his pride with his latest project, the sci-fi shooter Binary Domain, and why he can't see himself leaving Sega anytime soon, despite the flight of Japanese talent from big companies.
Business/Marketing, Design, Interview

GamePro's Journey Concludes: A Look Back 5
by Kevin Gifford [12.06.11]
After 23 years and 267 issues, IDG's GamePro magazine and website officially went offline December 5. Kevin Gifford, who worked at GamePro in the early 2000s, reflects on the media franchise's evolutions over the years.
Business/Marketing

The 'Military Nut' Behind Devil's Third Takes Aim 6
by Christian Nutt [12.02.11]
Tomonobu Itagaki, the outspoken Ninja Gaiden developer, speaks about his ambitions for his PlayStation 3/Xbox 360 shooter Devil's Third, and sizes up the competition, explaining how he expects to get to the top of the genre eventually.
Business/Marketing, Design, Interview